Tuesday, February 4, 2014

Toon Boom to Photoshop

Left is the look of the player art "in-game".  The right is how it will look with the normal map applied.

Starting to work out a new work flow for creating my art.  As I mentioned in a previous post, I was running into a lot of problems with strobing line art from the compression.  Simply shrinking the finished art was proving to be sloppy.  The new way I'm playing with is to render separate passes for the characters lines, fills, and normal map.  After shrinking down all of the passes, the lines are layed on top of the fills for the art.  Then the normal map is placed over the player art in-game for the shadows.

Compositing the lines over the fills greatly limits the color fluctuations and gets me much closer to that Marvel vs. Capcom look that I wanted.  It also lets me swap colors much more easily in-engine which will add a lot of variety to the civilian characters and possibly open up options for the player changing up their color schemes.  I'll post more as I finish.  Fingers crossed.

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